/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /************************************************************************* * * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * Copyright 2000, 2010 Oracle and/or its affiliates. * * OpenOffice.org - a multi-platform office productivity suite * * This file is part of OpenOffice.org. * * OpenOffice.org is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License version 3 * only, as published by the Free Software Foundation. * * OpenOffice.org is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License version 3 for more details * (a copy is included in the LICENSE file that accompanied this code). * * You should have received a copy of the GNU Lesser General Public License * version 3 along with OpenOffice.org. If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ #ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SHADOWPRIMITIVE2D_HXX #define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SHADOWPRIMITIVE2D_HXX #include #include #include ////////////////////////////////////////////////////////////////////////////// namespace drawinglayer { namespace primitive2d { /** ShadowPrimitive2D class This primitive defines a generic shadow geometry construction for 2D objects. It decomposes to a TransformPrimitive2D embedded into a ModifiedColorPrimitive2D. It's for primtive usage convenience, so that not everyone has to implement the generic shadow construction by himself. The same geometry as sequence of primitives is used as geometry and as shadow. Since these are RefCounted Uno-Api objects, no extra objects are needed for the shadow itself; all the local decompositions of the original geometry can be reused from the renderer for shadow visualisation. */ class ShadowPrimitive2D : public GroupPrimitive2D { private: /// the shadow transformation, normally just an offset basegfx::B2DHomMatrix maShadowTransform; /// the shadow color to which all geometry is to be forced basegfx::BColor maShadowColor; public: /// constructor ShadowPrimitive2D( const basegfx::B2DHomMatrix& rShadowTransform, const basegfx::BColor& rShadowColor, const Primitive2DSequence& rChildren); /// data read access const basegfx::B2DHomMatrix& getShadowTransform() const { return maShadowTransform; } const basegfx::BColor& getShadowColor() const { return maShadowColor; } /// compare operator virtual bool operator==(const BasePrimitive2D& rPrimitive) const; /// get range virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const; /// create decomposition virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const; /// provide unique ID DeclPrimitrive2DIDBlock() }; } // end of namespace primitive2d } // end of namespace drawinglayer ////////////////////////////////////////////////////////////////////////////// #endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SHADOWPRIMITIVE2D_HXX ////////////////////////////////////////////////////////////////////////////// // eof /* vim:set shiftwidth=4 softtabstop=4 expandtab: */